Much Appreciated Mith, i cannot wait for that update with the explosion component, cannot stress how much i really am lusting after that explosion component!!! also i hope it comes out soon because i do believe there is a bug with the Hecate mob. Also, for your server Arcana, i was wondering if you had a mod pack for it, because that is a lot of mods that i have to search for! Also very excited for this new update!
Sorry if this was already awnsered - I've been having massive computer problems - but, if there are no casting modes in 1.2, then will dig be able to mine obsidian? Will all components just be basically in augmented, all the time?
If I had to hazard a guess, which I'm not very good at by the way, I'd say that mining will be separated from the dig spell, possibly with the same abstraction that vanilla uses; there'll be a separate spell for digging dirt, mining stone, and chopping wood. On top of that, you'll apply modifiers to increase the speed and capability, at the cost of increased mana and possibly reagents, although personally I hope he does away with reagents all together; Minecraft has enough resource uses without adding more. Example: Your "Mine" spell could consist of an Touch > AoE > Dig, which would clear a 3x3 section of dirt/sand/gravel/etc, and then another slot of that same spell might be Touch > Mine > [Upg] > [Upg] which will mine a single block of something super hard, like Obsidian.
So I'm new to AM2. I'm looking at the talents skill line, and after light the next box has a lock and says "disabled via config".
I checked the config, and there's nothing disabled.
What does this mean? And is there a way to fix it? It's blocking a LOT of the talent tree, so can I just not go into all those things?
A second problem I'm having is in spell creation. When I finish the spell and pick it up, I right click, name the spell, pick an icon, and then.... what? Escape does nothing, and there's no finish button or anything. Next to the name part there a "???" button, and when I click that, it DOES finish the spell, but it also crashes my game. It's just kind of annoying to have to restart my whole game every time I make a spell. Any ideas on what the problem is or how to fix it?
So I'm new to AM2. I'm looking at the talents skill line, and after light the next box has a lock and says "disabled via config". I checked the config, and there's nothing disabled. What does this mean? And is there a way to fix it? It's blocking a LOT of the talent tree, so can I just not go into all those things? A second problem I'm having is in spell creation. When I finish the spell and pick it up, I right click, name the spell, pick an icon, and then.... what? Escape does nothing, and there's no finish button or anything. Next to the name part there a "???" button, and when I click that, it DOES finish the spell, but it also crashes my game. It's just kind of annoying to have to restart my whole game every time I make a spell. Any ideas on what the problem is or how to fix it? Thanks for the help!
Sounds like you are using an outdated version, pressing escape works just fine after selecting the icon and setting the name in 1.1.2 and 1.1.2b and in 1.2 as well.
The talents bit was also fixed in the stated versions.
If I had to hazard a guess, which I'm not very good at by the way, I'd say that mining will be separated from the dig spell, possibly with the same abstraction that vanilla uses; there'll be a separate spell for digging dirt, mining stone, and chopping wood. On top of that, you'll apply modifiers to increase the speed and capability, at the cost of increased mana and possibly reagents, although personally I hope he does away with reagents all together; Minecraft has enough resource uses without adding more. Example: Your "Mine" spell could consist of an Touch > AoE > Dig, which would clear a 3x3 section of dirt/sand/gravel/etc, and then another slot of that same spell might be Touch > Mine > [Upg] > [Upg] which will mine a single block of something super hard, like Obsidian. Never ask for update dates. It's very bad form. As of yet, an ETA hasn't been announced.
Dig has been adjusted to augmented level for simplicities sake, to get it to mine things on the augmented level there is modifier that is needed.
In addition to this modifiers now exist for things like silk touch and fortune, and hopefully all grief prevention bypassing things work with it now.
So I'm new to AM2. I'm looking at the talents skill line, and after light the next box has a lock and says "disabled via config".
I checked the config, and there's nothing disabled.
What does this mean? And is there a way to fix it? It's blocking a LOT of the talent tree, so can I just not go into all those things?
A second problem I'm having is in spell creation. When I finish the spell and pick it up, I right click, name the spell, pick an icon, and then.... what? Escape does nothing, and there's no finish button or anything. Next to the name part there a "???" button, and when I click that, it DOES finish the spell, but it also crashes my game. It's just kind of annoying to have to restart my whole game every time I make a spell. Any ideas on what the problem is or how to fix it?
Thanks for the help!
hey
basically, choose the name first, then choose the icon, then hit escape. or, after you name the spell, click somewhere else on the gui and then hit escape.
I've started using AM2 and I love the mod! I have noticed a bug I haven't seen posted yet:
Using harvest plants on nether wart yields far too much crop. A single cast can yield upwards of 90 nether wart! I know nether wart farming is easy, but this is too much!
The same here. Also using Projectile-AOE-Harvest on Shimmerleaf from Thaumcraft 4.1 wil give you about 200 quicksilver.
I was wondering if you thought about adding specific armor for each element? Each armor possably gaining an attribute that coincides with players that use a specific element of magic?
Amazing mod! Love the custom spell system.
But... am I the only one thinking that the icons of this mod have too many pixels?
It's what Mithion likes. If you disagree, you can go and make a resource pack so that all the spells look like they belong in Minecraftia, as opposed to being the symbols of magic they are meant to be.
Very Sorry! I'm really new to typing up anything in a topic, never really cared about any other mod except Ars Magica! Speaking of which, i was wondering if you guys were gonna work on the caster anymore, because i had an awesome dream that the caster could target things instead of being a standstill trap, that would be pretty awesome, like you put a player focus in there and it will lock on and target players up to a certain block radius, or monsters, and could rotate around.... just a cool idea i dreamed of! Also, I was wondering if you guys were planning to add anything offensive the the Sigil System, instead of the mainly Utility based..... that would be pretty awesome too! I Would greatly appreciate to know what you guys think of my caster idea, and if you think it would be pretty far fetched or attainable! I have been looking for a mod that adds a AI sort of turret that targets hostile players, or players in general, but to know avail D:, and i have a problem with magic, and a magical turret that targets things, HECK YEAH!
I am in the latest version of Ars Magica 2. I am using the FTB Magic World pack. I also added Morph and Optifine in there. I had to add Open Blocks as well to disable the Hecate's because of the spawning bug.
I just started trying to make gateways however I have run into a problem with Keystones. I made my first keystone and tried to open its UI and nothing. I shift + right click and nothing happens. I downloaded the API and threw it into the mod folder and that didn't work. I read the patch notes and it said that this was fixed. I completely deleted Ars Magica 2 from FTB and manually installed it back myself from this websites download. Still didn't fix it. Any suggestions would be greatly appreciated. At this moment I can only have very limited use of Gateways without the keystone UI working.
Just searching 5 pages back the answer can be found.
1.2 update will be fore 1.6.4
After that some small bug fixes and patches to make sure everything is at least in workable order.
Then the transition to 1.7.2 for future versions.
The general layout anyway.
If I had to hazard a guess, which I'm not very good at by the way, I'd say that mining will be separated from the dig spell, possibly with the same abstraction that vanilla uses; there'll be a separate spell for digging dirt, mining stone, and chopping wood. On top of that, you'll apply modifiers to increase the speed and capability, at the cost of increased mana and possibly reagents, although personally I hope he does away with reagents all together; Minecraft has enough resource uses without adding more. Example: Your "Mine" spell could consist of an Touch > AoE > Dig, which would clear a 3x3 section of dirt/sand/gravel/etc, and then another slot of that same spell might be Touch > Mine > [Upg] > [Upg] which will mine a single block of something super hard, like Obsidian.
Never ask for update dates. It's very bad form. As of yet, an ETA hasn't been announced.
Instead ask about what's already updated
I think I keep a list tracking what's remaining around here somewhere.
I do believe that I've heard that it's two weeks after the last person asks, so now I'm sad because it'll be at least two more weeks. :C
Ooh! Ooh! What's finished then?
I checked the config, and there's nothing disabled.
What does this mean? And is there a way to fix it? It's blocking a LOT of the talent tree, so can I just not go into all those things?
A second problem I'm having is in spell creation. When I finish the spell and pick it up, I right click, name the spell, pick an icon, and then.... what? Escape does nothing, and there's no finish button or anything. Next to the name part there a "???" button, and when I click that, it DOES finish the spell, but it also crashes my game. It's just kind of annoying to have to restart my whole game every time I make a spell. Any ideas on what the problem is or how to fix it?
Thanks for the help!
Sounds like you are using an outdated version, pressing escape works just fine after selecting the icon and setting the name in 1.1.2 and 1.1.2b and in 1.2 as well.
The talents bit was also fixed in the stated versions.
Granted it's an odd application to keep a list on, been trying to figure out better ways to track it.
You can get to the list here it uses a google drive add-on, it's free but a hassle to get to I suppose.
Dig has been adjusted to augmented level for simplicities sake, to get it to mine things on the augmented level there is modifier that is needed.
In addition to this modifiers now exist for things like silk touch and fortune, and hopefully all grief prevention bypassing things work with it now.
compatibility coming soon?
thanks. I can't wait for AM2 1.2!
hey
basically, choose the name first, then choose the icon, then hit escape. or, after you name the spell, click somewhere else on the gui and then hit escape.
The same here. Also using Projectile-AOE-Harvest on Shimmerleaf from Thaumcraft 4.1 wil give you about 200 quicksilver.
But... am I the only one thinking that the icons of this mod have too many pixels?
okay thanks
It's what Mithion likes. If you disagree, you can go and make a resource pack so that all the spells look like they belong in Minecraftia, as opposed to being the symbols of magic they are meant to be.
I just started trying to make gateways however I have run into a problem with Keystones. I made my first keystone and tried to open its UI and nothing. I shift + right click and nothing happens. I downloaded the API and threw it into the mod folder and that didn't work. I read the patch notes and it said that this was fixed. I completely deleted Ars Magica 2 from FTB and manually installed it back myself from this websites download. Still didn't fix it. Any suggestions would be greatly appreciated. At this moment I can only have very limited use of Gateways without the keystone UI working.
Thank you for any suggestions.